#include "StructureEntity.hpp"
#include "../MFSMachine.hpp"

using namespace std;

StructureEntity::StructureEntity(string modelName, string textureName, MVector3D pos) : Entity3D(modelName, textureName)
{
	//m_hostileEntityType = UNDEFINED_HOSTILE;
	m_eType = STATIC;
	m_pMFSMachine = new MFSMachine<StructureEntity, StructureEntityStateName>(this);
	m_pMFSMachine->setCurrentState(new StructureIdle);
	setPosition(pos);
}

StructureEntity::~StructureEntity()
{
	delete m_pMFSMachine;
	m_pMFSMachine = NULL;
}

MFSMachine<StructureEntity, StructureEntityStateName>* StructureEntity::getStateMachine()
{
	return m_pMFSMachine;
}

void StructureEntity::update(clock_t tick)
{
}

//EOF
